Strange way to set flags considering there's at least 13 of them. It also looks like original LS3D editor could handle a lot of different inputs as there's inconsistency in dummy properties naming.

I could imagine the designers were given a simple text box to edit 4ds object tags. In this case specifying flags with a string is a compact and fairly straight forward way I'd say; certainly more so than having to specify a numeric value (like you have to in MWE ).

Quote:

What does it do?

It parses cache.bins and prints the contents in a human readable way.

I have found the dumper and created a dump of the vanilla freeride cache.bin but I don't recognize any patterns I'm afraid. The output can be downloaded from here if anybody is interested: http://www.ccgm.de/Mafia/frcachedump.7z.

*-full.txt is the full dump which also includes dumps of the instances per base block while *-base.txt only lists the base blocks.

This won't help :/ Maybe if it could also dump from game memory to compare them, but that probably wouldn't help either since they show up after going away and back. Have you seen what I wrote earlier? - That vanilla cache.bin bases are ordered in reverse to the order of links in vanilla tree.klz. Maybe that could lead to something.

ASM. wrote:

In this case specifying flags with a string is a compact and fairly straight forward way I'd say; certainly more so than having to specify a numeric value (like you have to in MWE ).

GOLOD55 found a workaround for fixing cache.bin culling errors. I've added the fix to Patcher v1.2.0 (option PatchTransparentModelFadingTimeout). The only drawback I've noticed so far is that it causes cache models to pop in rather than fade in when cache blocks are activated.

GOLOD55 found a workaround for fixing cache.bin culling errors. I've added the fix to Patcher v1.2.0 (option PatchTransparentModelFadingTimeout). The only drawback I've noticed so far is that it causes cache models to pop in rather than fade in when cache blocks are activated.

Amazing work So far I've tested only cache fix and tunnel sectors (didn't check MSE yet), both work flawlessly Unfortunately Mafia Con doesn't work with patcher enabled. It looks like I was onto something few pages back - models being rendered without texture.

spartaque12 wrote:

Duelist awesome job man , just wondering , will u do other areas of country side ? it will be awesome if u do that

Thanks Yeah, model, sector, collision-wise all country locations are ready to be added. I've also made excel templates for mass conversion of scene2.bin objects into cache ones. It would take like 10min/location but, scaling of scene2.bin objects is relative to its parent. Which poses a problem when parent scale is different than 1. Other than that some manual script fixing would be needed.

I was also thinking about creating railways around whole country side - from train station and docks to hoboken. Adding new location to loop logicaly railways leading to the tunnel in hoboken (posted some images from test). But such mod would take years to complete and it already does take one. I don't know when and if it's going to be finished at all I have to set some goals probably. I was thinking about releasing it just after merging town and countryside but Firefox3860 released his version with some locations so it was pointless.

Aaand I took a few months break.

Eh, nonetheless, does anyone have A to Z animation list in English? There's a link on mafiascene.net but it doesn't work anymore. Also is it possible to calm actor after panicking? I was trying something like this but it doesn't work:

Hmm odd. I currently don't see how Patcher and MafiaCon could interfere (even though this doesn't mean much ). Maybe it's a problem with the ASI loader? Does MafiaCon work if you keep the ASI loader but disable Patcher? Do you have other ASI plugins installed? Also, how does the doesn't work manifest (crash, console not opening, ...)?

I'm using countryside map, widescreenfix, mse, patcher and DX8 to 9 from ENB (console works with this version, but it doesn't with crosire one). It does work if I remove patcher files from scripts folder, it doesn't if everything but patcher is removed. It gives me windows Application VICon Launcher stopped working error dialog. Game is not affected.

I think I know what's the problem. I forgot about the boot process of old versions of MafiaCon. The gist is that the MafiaCon launcher probably ends up loading the ASI loader (if it's dinput8.dll based) and hence any configured ASI plugins.

As workaround you could try to install MafiaCon to a different directory. Create a file named ivcon.ini in the installation directory and add the following lines:

It works! Thanks And it's very elegant solution - all files in one folder instead of main directory.

Yeah, I also prefer to keep MafiaCon in a dedicated directory to keep my Mafia installation clean.

Duelist wrote:

BTW. Do you know if cache objects that can be destroyed by using "2" collision flag are hardcoded in .exe or it's somewhere in .klz?

From what I can tell the list is hardcoded in Game.exe. The actual destruction response is configured via object tags in the 4ds file. For example, dopravni7B.4ds' (stop sign) stozar mesh object is tagged with ;M35N21I4; which I think encodes properties such as mass, material etc. for a physics object which the static mesh is converted to once a collision is detected. However that only appears to work for models named dopravni[1-8]B.4ds.

Bit late to the party but this merge looks incredible, it really makes the countryside feel part of Lost Heaven when you can see north of the Terranova Bridge and down into the city from the countryside! Fantastic job
Some time ago I remember you mentioning the PS2 locations you put in.. did the PS2 version contain extra locations in krajina?_________________

Yes, DeadFall Pass between Little Italy exit and The Dam which was part of countryside on PS2, and some kind of farm with huge barn north-west of motel tunnel exit which was actually a race track on PS2. Although I still have to create sectors and lighting for them since they didn't have anything like this on console.